Hi guys.
First of all congratulations for the magnificent dolphin community, and especially compliments to the devs for their continued and relentless work
I have doubts about the latest release builds ...

Especially the latest builds that involves an increase in decoding performance of the texture with implementations SSSE3 I4 I8, SSE2, SSE4.

My question is this ... These builds are already optimized in SSS3, SSE2, SSE4, or are "Regular builds?
Excuse my lack of competence in the field ...

PS: I tried the r6772-r6774 builds with Donkey Kong Returns, there is a performance improvement of about 4-5 fps compared to r5186, but there is an issue.
When I press the Home Wii button, the texts are unreadable ... you see black and red lines in the vicinity of the texts. The problem presents itself under DX9, and it is solved by activating OpenCL option.

Thank you in advance, and sorry for my bad English, google translator docet

It's solved by activating OpenCL? That's odd. Do you happen to know which revision exactly introduced the issue in the home menu? If you could find it, that would help the devs get rid of the regressions.

And about your question: These optimizations are in the code and usable with every kinda build...you don't need a special optimized build, that's for something else. You can just get the revs from here: http://www.dolphin-emu.org/download.html

When you download an "optimized build" the difference is it was COMPILED using newer sse instructions. That does not guarantee that the compiler will know how to use sse instructions for something like the texture decoder, in fact I can guarantee that it won't. What the developers are doing here is actually recoding the texture decoders to use sse2/sse3/ssse3.

"Normally if given a choice between doing something and nothing, I’d choose to do nothing. But I would do something if it helps someone else do nothing. I’d work all night if it meant nothing got done."
-Ron Swanson

"I shall be a good politician, even if it kills me. Or if it kills anyone else for that matter. "
-Mark Antony

NV, I am not sure to follow you. There is #if _M_SSE >= 0x301 in the code which encapsulate SSE3-and-greater code implementation.

What do you mean by "That does not guarantee that the compiler will know how to use sse instructions for something like the texture decoder"? How could the compiler not know how to use instructions? To me, that would imply that the program would not link, so if it compiles, it uses the optimized instructions.

If you are having an old compiler it is possible that he doesn't know the new calls.
So if the compiler is capable of building SSE code, it will do it. Therefore the Macros to check if the compiler is capable (SSE is available in different versions).
Afterwards the executable checks on runtime if the CPU has the corresponding feature and decides which code to run, the SSE or fallback version.
If you know that you wll execute the code on machines not having SSSE3 for example and do your own build, why having the code in there So you can switch off this features for the compiler and it will not build them into the executable.